What's the best build for a Spirit/Creation Mage?
#1
Posté 27 mars 2012 - 05:59
So far I am only at level 4 and have been building up my willpower and magic exclusively. I have also, of the 5 spells so far, Arcane Shield, Arcane Bolt, Heal, Mind Blast, Walking Bomb and Death Syphon. Where should I be taking my character from there? Also, I plan on giving the specializations of Spirit Healer and Shapeshifter to this character.
These are his current stats
Strength
11
Dexterity
11
Willpower
19
Magic
25
Cunning
12
Constitution
10
If anyone could give me some tips, that'd be great.
#2
Posté 27 mars 2012 - 09:11
Skill-wise, you definitely want mana clash, virulent walking bomb and crushing prison from the spirit tree. The top line is made redundant by mana clash though - there's no need to negate enemy magic when you can instantly kill any mage in its (rather large) aoe.
From creation, glyphs up to repulsion are the first thing to go for. When combined, paralysis and repulsion glyphs form the spell combo "paralysis explosion" which paralyzes everything nearby for 20 seconds, and is the arguably the best crowd control skill in the game (certainly top 2; it vies with blood wound for the #1). You also may as well get the bottom line up to stinging swarm since it fits your theme and is quite powerful, though underrated by a lot of people. Combine the grease spell with any fire one to get a grease fire - it's incredibly damaging, equivalent to a 100 spellpower inferno. The other 3 are, in order, a spellpower boost, mana regen for your party, and a powerful offensive spell.
The other two lines are pure support. If you want your mage to be a supporter, go for them. If not, you'd be better off spending them somewhere else like primal and let morrigan or wynne handling support.
#3
Posté 27 mars 2012 - 03:50
dainbramage wrote...
To start with, for mages you typically want just about everything in magic, with a few in willpower if you find yourself short on mana. So stats are pretty easy. You also get quite a lot of stats (between +2 and +5 for each stat) during one of the quests if you're considering on investing in cunning for skill pre-requisites.
Skill-wise, you definitely want mana clash, virulent walking bomb and crushing prison from the spirit tree. The top line is made redundant by mana clash though - there's no need to negate enemy magic when you can instantly kill any mage in its (rather large) aoe.
From creation, glyphs up to repulsion are the first thing to go for. When combined, paralysis and repulsion glyphs form the spell combo "paralysis explosion" which paralyzes everything nearby for 20 seconds, and is the arguably the best crowd control skill in the game (certainly top 2; it vies with blood wound for the #1). You also may as well get the bottom line up to stinging swarm since it fits your theme and is quite powerful, though underrated by a lot of people. Combine the grease spell with any fire one to get a grease fire - it's incredibly damaging, equivalent to a 100 spellpower inferno. The other 3 are, in order, a spellpower boost, mana regen for your party, and a powerful offensive spell.
The other two lines are pure support. If you want your mage to be a supporter, go for them. If not, you'd be better off spending them somewhere else like primal and let morrigan or wynne handling support.
Thanks for the input. Using the DA wiki while reading this helped put many of your comments into perspective and this sounds exactly like what I was looking for when I posted this topic. Cannot wait to go and get this mage put together now.





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